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BattleProcessor.cpp 11 KB

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  1. /*
  2. * BattleProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleProcessor.h"
  12. #include "BattleActionProcessor.h"
  13. #include "BattleFlowProcessor.h"
  14. #include "BattleResultProcessor.h"
  15. #include "../CGameHandler.h"
  16. #include "../queries/QueriesProcessor.h"
  17. #include "../queries/BattleQueries.h"
  18. #include "../../lib/CPlayerState.h"
  19. #include "../../lib/TerrainHandler.h"
  20. #include "../../lib/battle/CBattleInfoCallback.h"
  21. #include "../../lib/battle/CObstacleInstance.h"
  22. #include "../../lib/battle/BattleInfo.h"
  23. #include "../../lib/battle/BattleLayout.h"
  24. #include "../../lib/entities/building/TownFortifications.h"
  25. #include "../../lib/gameState/CGameState.h"
  26. #include "../../lib/mapping/CMap.h"
  27. #include "../../lib/mapObjects/CGHeroInstance.h"
  28. #include "../../lib/mapObjects/CGTownInstance.h"
  29. #include "../../lib/modding/IdentifierStorage.h"
  30. #include "../../lib/networkPacks/PacksForClient.h"
  31. #include "../../lib/networkPacks/PacksForClientBattle.h"
  32. #include "../../lib/CPlayerState.h"
  33. #include <vstd/RNG.h>
  34. BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
  35. : gameHandler(gameHandler)
  36. , actionsProcessor(std::make_unique<BattleActionProcessor>(this, gameHandler))
  37. , flowProcessor(std::make_unique<BattleFlowProcessor>(this, gameHandler))
  38. , resultProcessor(std::make_unique<BattleResultProcessor>(gameHandler))
  39. {
  40. }
  41. BattleProcessor::~BattleProcessor() = default;
  42. void BattleProcessor::engageIntoBattle(PlayerColor player)
  43. {
  44. //notify interfaces
  45. PlayerBlocked pb;
  46. pb.player = player;
  47. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  48. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  49. gameHandler->sendAndApply(pb);
  50. }
  51. void BattleProcessor::restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  52. const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  53. {
  54. auto battle = gameHandler->gameState().getBattle(battleID);
  55. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
  56. if(!lastBattleQuery)
  57. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
  58. assert(lastBattleQuery);
  59. //existing battle query for retying auto-combat
  60. if(lastBattleQuery)
  61. {
  62. BattleSideArray<const CGHeroInstance*> heroes{hero1, hero2};
  63. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  64. {
  65. if(heroes[i])
  66. {
  67. SetMana restoreInitialMana;
  68. restoreInitialMana.val = battle->getSide(i).initialMana;
  69. restoreInitialMana.hid = heroes[i]->id;
  70. restoreInitialMana.mode = ChangeValueMode::ABSOLUTE;
  71. gameHandler->sendAndApply(restoreInitialMana);
  72. }
  73. }
  74. lastBattleQuery->result = std::nullopt;
  75. assert(lastBattleQuery->belligerents[BattleSide::ATTACKER] == battle->getSideArmy(BattleSide::ATTACKER));
  76. assert(lastBattleQuery->belligerents[BattleSide::DEFENDER] == battle->getSideArmy(BattleSide::DEFENDER));
  77. }
  78. BattleCancelled bc;
  79. bc.battleID = battleID;
  80. gameHandler->sendAndApply(bc);
  81. startBattle(army1, army2, tile, hero1, hero2, layout, town);
  82. }
  83. void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  84. const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  85. {
  86. assert(gameHandler->gameState().getBattle(army1->getOwner()) == nullptr);
  87. assert(gameHandler->gameState().getBattle(army2->getOwner()) == nullptr);
  88. BattleSideArray<const CArmedInstance *> armies{army1, army2};
  89. BattleSideArray<const CGHeroInstance*>heroes{hero1, hero2};
  90. auto battleID = setupBattle(tile, armies, heroes, layout, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  91. const auto * battle = gameHandler->gameState().getBattle(battleID);
  92. assert(battle);
  93. //add battle bonuses based from player state only when attacks neutral creatures
  94. const auto * attackerInfo = gameHandler->gameInfo().getPlayerState(army1->getOwner(), false);
  95. if(attackerInfo && !army2->getOwner().isValidPlayer())
  96. {
  97. for(const auto & bonus : attackerInfo->battleBonuses)
  98. {
  99. GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);
  100. giveBonus.id = hero1->id;
  101. giveBonus.bonus = bonus;
  102. gameHandler->sendAndApply(giveBonus);
  103. }
  104. }
  105. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
  106. if(!lastBattleQuery)
  107. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
  108. if (lastBattleQuery)
  109. {
  110. lastBattleQuery->battleID = battleID;
  111. }
  112. else
  113. {
  114. auto newBattleQuery = std::make_shared<CBattleQuery>(gameHandler, battle);
  115. gameHandler->queries->addQuery(newBattleQuery);
  116. }
  117. flowProcessor->onBattleStarted(*battle);
  118. }
  119. void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2)
  120. {
  121. startBattle(army1, army2, army2->visitablePos(),
  122. army1->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army1) : nullptr,
  123. army2->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army2) : nullptr,
  124. BattleLayout::createDefaultLayout(gameHandler->gameInfo(), army1, army2),
  125. nullptr);
  126. }
  127. BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town)
  128. {
  129. const auto & t = *gameHandler->gameInfo().getTile(tile);
  130. TerrainId terrain = t.getTerrainID();
  131. if (town)
  132. terrain = town->getNativeTerrain();
  133. else if (gameHandler->gameState().getMap().isCoastalTile(tile)) //coastal tile is always ground
  134. terrain = ETerrainId::SAND;
  135. BattleField battlefieldType = gameHandler->gameState().battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
  136. if (town)
  137. {
  138. const TerrainType* terrainData = LIBRARY->terrainTypeHandler->getById(terrain);
  139. battlefieldType = BattleField(*RandomGeneratorUtil::nextItem(terrainData->battleFields, gameHandler->getRandomGenerator()));
  140. }
  141. else if (heroes[BattleSide::ATTACKER] && heroes[BattleSide::ATTACKER]->inBoat() && heroes[BattleSide::DEFENDER] && heroes[BattleSide::DEFENDER]->inBoat())
  142. battlefieldType = BattleField(*LIBRARY->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
  143. //send info about battles
  144. BattleStart bs;
  145. bs.info = BattleInfo::setupBattle(&gameHandler->gameInfo(), tile, terrain, battlefieldType, armies, heroes, layout, town);
  146. bs.battleID = gameHandler->gameState().nextBattleID;
  147. engageIntoBattle(bs.info->getSide(BattleSide::ATTACKER).color);
  148. engageIntoBattle(bs.info->getSide(BattleSide::DEFENDER).color);
  149. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::ATTACKER).color));
  150. if(!lastBattleQuery)
  151. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::DEFENDER).color));
  152. bool isDefenderHuman = bs.info->getSide(BattleSide::DEFENDER).color.isValidPlayer() && gameHandler->gameInfo().getPlayerState(bs.info->getSide(BattleSide::DEFENDER).color)->isHuman();
  153. bool isAttackerHuman = gameHandler->gameInfo().getPlayerState(bs.info->getSide(BattleSide::ATTACKER).color)->isHuman();
  154. bool onlyOnePlayerHuman = isDefenderHuman != isAttackerHuman;
  155. bs.info->replayAllowed = lastBattleQuery == nullptr && onlyOnePlayerHuman;
  156. gameHandler->sendAndApply(bs);
  157. return bs.battleID;
  158. }
  159. bool BattleProcessor::checkBattleStateChanges(const CBattleInfoCallback & battle)
  160. {
  161. //check if drawbridge state need to be changes
  162. if (battle.battleGetFortifications().wallsHealth > 0)
  163. updateGateState(battle);
  164. if (resultProcessor->battleIsEnding(battle))
  165. return true;
  166. //check if battle ended
  167. if (auto result = battle.battleIsFinished())
  168. {
  169. setBattleResult(battle, EBattleResult::NORMAL, *result);
  170. return true;
  171. }
  172. return false;
  173. }
  174. void BattleProcessor::updateGateState(const CBattleInfoCallback & battle)
  175. {
  176. // GATE_BRIDGE - leftmost tile, located over moat
  177. // GATE_OUTER - central tile, mostly covered by gate image
  178. // GATE_INNER - rightmost tile, inside the walls
  179. // GATE_OUTER or GATE_INNER:
  180. // - if defender moves unit on these tiles, bridge will open
  181. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  182. // - blocked to attacker if bridge is closed
  183. // GATE_BRIDGE
  184. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  185. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  186. // - deals moat damage to attacker if bridge is closed (fortress only)
  187. bool hasForceFieldOnBridge = !battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), true).empty();
  188. bool hasStackAtGateInner = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_INNER), false) != nullptr;
  189. bool hasStackAtGateOuter = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_OUTER), false) != nullptr;
  190. bool hasStackAtGateBridge = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_BRIDGE), false) != nullptr;
  191. bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  192. {
  193. return obst->obstacleType == CObstacleInstance::MOAT;
  194. });
  195. BattleUpdateGateState db;
  196. db.state = battle.battleGetGateState();
  197. db.battleID = battle.getBattle()->getBattleID();
  198. if (battle.battleGetWallState(EWallPart::GATE) == EWallState::DESTROYED)
  199. {
  200. db.state = EGateState::DESTROYED;
  201. }
  202. else if (db.state == EGateState::OPENED)
  203. {
  204. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  205. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  206. if (gateCanClose)
  207. db.state = EGateState::CLOSED;
  208. else
  209. db.state = EGateState::OPENED;
  210. }
  211. else // CLOSED or BLOCKED
  212. {
  213. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  214. if (gateBlocked)
  215. db.state = EGateState::BLOCKED;
  216. else
  217. db.state = EGateState::CLOSED;
  218. }
  219. if (db.state != battle.battleGetGateState())
  220. gameHandler->sendAndApply(db);
  221. }
  222. bool BattleProcessor::makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction &ba)
  223. {
  224. const auto * battle = gameHandler->gameState().getBattle(battleID);
  225. if (!battle)
  226. return false;
  227. bool result = actionsProcessor->makePlayerBattleAction(*battle, player, ba);
  228. if (gameHandler->gameState().getBattle(battleID) != nullptr && !resultProcessor->battleIsEnding(*battle))
  229. flowProcessor->onActionMade(*battle, ba);
  230. return result;
  231. }
  232. void BattleProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
  233. {
  234. resultProcessor->setBattleResult(battle, resultType, victoriusSide);
  235. resultProcessor->endBattle(battle);
  236. }
  237. bool BattleProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction &ba)
  238. {
  239. return actionsProcessor->makeAutomaticBattleAction(battle, ba);
  240. }
  241. void BattleProcessor::endBattleConfirm(const BattleID & battleID)
  242. {
  243. auto battle = gameHandler->gameState().getBattle(battleID);
  244. assert(battle);
  245. if (!battle)
  246. return;
  247. resultProcessor->endBattleConfirm(*battle);
  248. }
  249. void BattleProcessor::battleFinalize(const BattleID & battleID, const BattleResult &result)
  250. {
  251. resultProcessor->battleFinalize(battleID, result);
  252. }